The capturing ability of the Tactical and Traitor doesn't seem to have impaired their combat abilities, so there are no reason it should for us, but hopefully we will see if this hold water this week ^^ On the topic of Bladestorm; isn't Bladestorm just a unique trait for the Shuriken Weapons now? I remember reading somewhere that even Shuriken Cannons had it. EDIT: I just checked the Codex, all Shuriken Weapons have Bladestorm, even Pistols and those incorporated into other weapons.
bE's major problem is rejecting ideas that will significantly improve their game. Dire Avenger Exarchs can get Power Weapons so it is feasible for basic DAs to at least get an Eldar Chainsword as a melee upgrade. This sets the faction as Hawks/Reapers/Dragons for primary ranged, Warlocks/Banshees/Scorpions for primary melee and Avengers somewhat interchangeable; of course, a greater emphasis can still be made on the DA's ranged capabilities. As far as squishiness, if weapons/classes are properly designed they should still have decent survivability, as proper TTKs would be: Bolter TTK vs Tactical: 1.75-sec, 8 Bolts, 025-sec FR vs Reaper/Dragon/Scorpion: 1.5-sec, 7 Bolts vs Avenger/Banshee/Hawk/Warlock: 1.25-sec, 6 Bolts Gotta have the Heavy Aspect Armored classes meat-shield for you or the team simply hold the enemy back as you cap. Yes, the Slugga/Shoota should be part of one class like "Ork Boy". That or just Boy could appear above your head if titles do so in the full game. After getting a number of melee kills you'd unlock the Slugga Boy title, while ranged kills would get you the Shoota Boy title. Not only does it give you a slight sense of achievement but also visually lets your allies know what role you prefer to fill on the battlefield, even if the Basic Boy class starts by default with a Shoota, Slugga and Choppa. Warlocks should be decent melee combatants as well. To be honest, I'd rather have the Dragons in melee than the Reapers, especially considering Reapers should be far away so as to take advantage of their longer range weaponry. The Dragons also have Heavy Aspect Armor so can survive a little longer in melee In Eternal Crusade, to represent the difference between a Knife and Sword, the Sword would have Strength +1, dealing more base/HP damage even if it doesn't penetrate Armor. A S3 weapon would need 11 hits to Down a C/SM. A S4 needs 8 hits. Eldar Combat Knife TTK vs Tactical: 2.2-sec, 11 Basic Attacks, 0.2-sec Attack Speed Eldar Chainsword TTK* vs Tactical: 2-sec, 8 BAs, 0.25-sec AS The TTK only drops slightly due to the reduction in AS; however, because of the increased S the Eldar would lose less Stamina when Blocking(which should replace clang) an enemy's attacks, while their own attacks would also drain more Stamina when an enemy Blocks them. The Chainsword would additionally have a longer reach and slightly longer stun durations from Charge/Sprint Attacks and D.Bashes than the Combat Knife. Spoiler For example; Combat Knife BA Speed: 0.2-sec Charge Attack Speed: 0.4-sec CK CA Stun Duration: 0.05-sec This still leaves 0.15-sec to respond between a Charge Attack and follow-up Basic Attack. Sprint Attack SD: 0.1-sec Leaves 0.1-sec to respond to a follow-up BA. Chainsword CA Speed: 0.25-sec CA Speed: 0.5-sec CA Stun Duration: 0.075-sec Leaves 0.175-sec to respond between CA and follow-up BA. SA Stun Duration: 0.15-ec Leaves 0.1-sec to respond to follow-up BA. As far as Stamina drains, all melee Attacks should cost some Stamina. Exhaustion should reduce the player's Attack/Move Speed, prevent Blocking and increase their Dodge Cooldown. Stamina example; S4 Chainsword(2.1-sec TTK, 7 BAs, 0.3-sec AS) costs 4% Stamina to Basic Attack. S5 Power Sword(1.8-sec TTK, 6 BAs, 0.3-sec AS) costs 5% Stamina to BA. Due to its 1 higher S the PS loses 25% less Stamina when Blocking the Chainsword, only losing 3%. On the flip side, the Chainsword would lose 6.25% Stamina when it Blocks the Power Sword's 5% cost BA. Because the Power Sword has Armor Penetration it should be able to deal a percentage of damage through the Block of the Chainsword, representing the Csword user giving to the blow to prevent weapon damage. Due to this advantage the amount of Stamina lost Blocking the PS could be reduced. *Eldar Chainsword TTK vs SM: 2-sec, 8 BAs, 0.25-sec AS SM Chainsword TTK vs DAvenger: 1.8-sec, 6 BAs, 0.3-sec AS Scorpion Chainsword TTK vs SM: 2.4-sec, 8 BAs, 0.3-sec AS SM Chainsword TTK vs Scorpion: 2.1-sec, 7 BAs, 0.3-sec AS The Scorpion has a slower AS due to their Heavy Aspect Armor and a lower TTK against the SM to factor in their Mandiblasters. The Scorpion Chainsword is still counted as being S4, as I count the supposed mystical Strength enhancement of them to be the S+1 they would need otherwise. Mandiblasters should be a S3(11 shots to Down SM) attack fired when certain criteria are met, such as: Basic Attack Charge Attack D.Bash Block Mandiblasters could have a short cooldown(I.E. 0.25 to 0.5-sec) and if you could land at least two shots you'd match the SM's TTK of 2.1-sec, each additional shot landed swinging the advantage in your favor. Additionally, the Scorpion Chainsword(at least in 6th) is AP6, meaning it would be able to deal damage through the SM's Chainsword Block, while preventing all Chainsword damage Blocked. I think a sort of channeled AoE heal could work best for Warlocks. They could have reduced move speed when channeling. You could have 1 or 2 other Warlocks add to it but the amount would be low enough to prevent a group from just heal jogging through enemy fire frequently and reliably. Spoiler For example, Eldar would have 30 max HP. Warlock heal would heal the Warlock for 5 HP every 0.5-sec, needing 3-sec to heal them from minimum HP*. Other Eldar nearby would heal for 4 HP/0.5-sec, needing 4-sec to heal from min HP. An additional Warlock would increase the healing by 1 HP, allowing the two Warlocks to heal from min HP in 2.5-sec and their allies in 3-sec. The Warlock could also use a chunk of his healing resource to heal/Revive in a manner similar to an Apo; however, while the Apo would need 1-sec to apply the heal and it should take another 2-sec to finish healing the SM to full, the Warlock could take 1.5-sec to apply with the heal taking 1.5-sec to finish. *All classes of all factions should be able to recover 10 HP if they remain out-of-combat long enough. Healing abilities would auto-start this healing, which in turn reduces the time it takes for players to heal. HP recovered via regen that is started from a healing ability/item would reward the player that applied the heal with XP. That indicates it is something specific to Exarchs. While some things should be given to non-Exarchs so they have actually have load-out options, not everything should. At least not as a default. To being said, Bladestorm and Rending both do exactly the same thing on the TT. They are both a 1/6 chance to auto-Wound a target at AP2. So, all Shuriken weapons could instead be said to have Rending that would give them the flat 16.7% Armor Penetration, while Bladestorm itself could be a Dire Avenger specific ability that increases their weapon fire rate. When in use the weapon's recoil could be increase and/or the player would be unable to stop firing after they start. S.Cat. TTK vs SM: 1.242-sec, 47 Shuriken, 0.027-sec Fire Rate Bladestorm TTK vs SM: 0.989-sec, 47 Shuriken, 0.0215-sec FR A little more than a 20% TTK advantage.
Just to be clear. GW would reject any ideas about giving the Dire Avenger basic melee capabilities. Giving a Dire Avenger a Chainsword wouldn't be much better than a Combat Blade/Knife, since the Dire Avengers do not have access to the strength augmentations required to actually deal damage to SM with a Chainsword (though I guess the same would be true for a Combat Blade). Speaking of Chainswords; I wonder how the Striking Scorpions will fare in melee, since they would be hard countered by Power Weapons.
When translating from turn-based TT to real-time EC, weapons like the Chainsword should by default gain Strength + 1 so they deal more damage, providing them with lower TTKs than lower S weapons, even if Attack Speeds differ. So a Combat Knife should be S3, needing 2.2-sec, 11 Basic Attacks(0.2-sec AS) to Down a Tactical. A Chainsword should be S4, needing 2-sec, 8 BAs(0.25-sec AS) to Down a Tactical. C/SM Melee Weapon Summaries Spoiler Dev/Hav Combat Knife(S4, AP-) TTK vs Traitor: 2.8-sec, 8 BAs, 0.35-sec AS Combat Knife(S4, AP-) TTK: 2.4-sec, 8 BAs, 0.3-sec AS Chainsword(S5, AP-) TTK: 2.1-sec, 7 BAs, 0.3-sec AS Power Sword(S5, AP3) TTK: 2.1-sec, 7 BAs, 0.3-sec AS, 16.7% Armor Penetration vs Power Armour, 66.8% Block Penetration vs CKnife/Csword Frost Blade(S6, AP3) TTK: 1.5-sec, 5 BAs, 0.3-sec AS, same AP/BP as Power Sword Power Axe(S7, AP2) TTK: 2-sec, 4 BAs, 0.5-sec AS, 0.1-sec BA Stun, 33.4% AP vs PArmour, 83.5% BP vs CK/Csword and 16.7% BP vs PSword/FBlade Frost Axe(S8, AP2) TTK: 1.5-sec, 3 BAs, 0.5-sec AS, same as PAxe Power Fist(S9, AP2) TTK: 1-sec, 2 BAs, 0.5-sec AS, 0.125-sec BA Stun, same AP/BP as PAxe Thunder Hammer/Daemon Maul(S10, AP2) TTK: 1-sec, 2 BAs, 0.5-sec AS, 0.15-sec BA Stun, same AP/BP as PAxe, AoE DMG Eldar are not as strong as Marines but are faster so should still be able to land strikes to vulnerable joints in combat, enabling them to damage and Down their more Armored and Tougher enemies. Anything with AP3(I.E. Power Sword) should only have 16.7% Armor Penetration vs a Scorpion's Armor, while a Plasma Gun(S7, AP2) would have 33.4% AP, just like a C/SM's Power Armour(due to Marines/Scorpions having equivalent Armor Saves). Spoiler C/SM Chainsword TTK vs Scorpion: 1.8-sec, 6 BAs(4 Armor, 2 Body), 0.3-sec AS C/SM Power Sword TTK: 1.8-sec, 6 BAs(5 Armor, 1 Body), 0.3-sec AS The Chainsword requires 4 hits to first strip Armor then 2 more to deplete HP, while the Power Sword needs 5 hits to fully strip Armor due to its Armor Penetration; however, after those 5 hits the Scorpion is left with less than 30% HP, leaving them vulnerable to a final BA or 1 or 2 Bolt Weapon shots, depending on if the shot is a Head Shot or if the Scorpion has Ranged Damage Resistance, which should be applied as a default for all classes of all factions when a melee hit is landed. The primary advantages of the Power Sword are your enemy's lower max HP when Armor is broken and/or the ability to damage HP through Armor and their Block. Normally, the Scorpion Chainsword would be able to deal 16.7% of its damage through the C/SM Csword Block due to being AP6 vs C/SM AP-; however, the AP3 Power Sword is able to deal 50.1% of its damage through the Scorpion Chainsword Block.
Wait? 0.3 sec attack speed? As in roughly 3 melee attacks per second? I agree that the Heavy Aspect Armour should be roughly equivalent to the Power Armour (MkVII) in terms of protection (Armour + Toughness in this game), but it should also slow the Eldar down to a more fair level.
That is correct. Heavy Aspect Armour should provide the same protection(Armor, Armor Penetration Resistance) as Power Armour; however, Toughness should be completely separate and used for determining not only Max HP but also DMG dealt to HP. Spoiler With my TT-based builds: Imperial Guardsman Strength is 3 and used for Base 10 DMG. Using system that rounds to nearest 1/10th, each point of Strength must be at least 3.4. For each point of Strength above target Toughness +10% DMG If Strength is at least 2x target Toughness +50% DMG For each point of Strength below target Toughness -10% DMG If Strength is 1/2 or less than target Toughness -50% DMG Strength boni are applied after other modifiers(I.E. Head Shot). S4 Bolter deals 13.6 Base/Armor DMG and 13.6 HP DMG to all Toughness 4 targets(I.E. C/SM/Orks). A T3 Eldar would take 15 HP DMG per shot, while a T5 MoNurgle CSM would only take 12.2. I agree that HAA should slow the Eldar wearing it. Spoiler Avenger/Banshee/Warlock/Hawk Move Speeds Forward: 7.5-ms Strafe: 6-ms Back-Pedal: 4-ms Sprint: 15-ms Dragon/Scorpion/Reaper Move Speeds Forward: 6.5-ms Strafe: 5.25-ms Back-Pedal: 3.5-ms Sprint: 13-ms C/SM Move Speeds Forward: 6-ms Strafe: 5-ms Back-Pedal: 4-ms Sprint: 12-ms Avenger Combat Knife TTK vs Tactical: 2.2-sec, 11 Basic Attacks, 0.2-sec Attack Speed Dragon Combat Knife TTK vs Tactical: 2.475-sec, 11 BAs, 0.225-sec AS
So if the Dire Avenger is going to be the capping class for Eldar, what's the lil go pro thingy on his shoulder going to be used for or is it just for looks?
it's the aiming sistem of the catapult: track multiple target and identified them friend or foe and send info to the head up display. so basically is a go pro.
It could also be a good spot to have light shine if/when players are able to equip some type of flashlight to help with dark/night-time maps.